DirectX and OpenGL Claiming to have solved CPU Overhead – If True, Mantle is Dead On Arrival
[Editorial] The
Game Developers Conference is coming up and both
DirectX and OpenGL have queued up some very very
interesting reveals. These reveals, as you might have guessed are both dedicated at showing their respective solution to CPU
Rendering
Overhead and Low Level Access (Microsoft Only). If their claims have
any weight what so ever, it wold effectively make Mantle Dead on
Arrival.
Microsoft and Nvidia Queue Solutions to CPU Overhead and Low Level Access on GDC’14 – Mantle could be Dead on Arrival
As you probably already know, Mantle Low Level API improves the
performance ingame by reducing the CPU Overhead and allowing more draw
calls to be
submitted to the GPU
in a certain time frame. Basically it massively reduces load on the CPU,
greatly helping CPU-Bound situations and Weak-CPU configurations. And
of course as the name suggests, gives better access to Hardware. Now it
seems that other developers have felt greatly threatened by the same
because both DirectX and OpenGL are claiming to have solutions to CPU Overhead and
improved Low Level Access. If this is true, then Mantle API would loose its
edge entirely because Devs will not risk adapting a new API without major incentive. Here are the scheduled addresses for GDC’14:
“..discuss future improvements in Direct3D that will allow
developers an unprecedented level of hardware control and reduced CPU rendering overhead across a broad ecosystem of hardware. “
“You asked us to bring you even closer to the metal and to do so
on an unparalleled assortment of hardware. You also asked us for better
tools so that you can squeeze every last drop of performance out of your
PC, tablet, phone and console.”
“…present high-level concepts available in today’s OpenGL
implementations that radically reduce driver overhead–by up to 10x or
more. The techniques presented will apply to all major vendors and are
suitable for use across multiple platforms.”
Here is what Mantle API’s main features do:
- Low Level Access to the Hardware
- More Drawcalls (x9)
- New Rendering Techniques
- Leveraging Optimization from Next Gen Game Consoles
Now Microsoft is addressing both the Low Level Access issue and the
CPU Overhead issue. OpenGL is only adressing the CPU (and Driver)
Overhead Issue. Problem is, if these claims are even slightly true then
developers lose a lot of incentive to switch to Mantle. DirectX is
already established, and if a new patch, and a little elbow grease can
give you the same result as Mantle then they wont adapt a completely
different API. Heck, OpenGL performs more stably than DirectX on many
occasions yet Devs haven’t adopted that. Ofcourse the final factor will
be when GDC’14 actually comes, but until then, things aren’t looking
good for Mantle. I would also like to add that I felt very disappointed
when I saw these queues. If they can suddenly, ‘magically’ pull such
solutions out of the air then that means they were least bothered about
it before, and only AMD’s pressure forced them to concede.
0 komentari:
Speak up your mind
Tell us what you're thinking... !